示例#1
0
        /// <summary>
        /// Called once per frame, the call is the entry point for
        /// animating the scene.
        /// </summary>
        public void FrameMove()
        {
            lightData = device.LightsFixed[2];
            // Rotate through the various light types
            if (((int)appTime % 20) < 10)
            {
                device.LightsFixed[2].Type = LightType.Point;
            }
            else
            {
                device.LightsFixed[2].Type = LightType.Directional;
            }

            // Make sure the light type is supported by the device. If
            // VertexProcessingCaps.PositionAllLights is not set, the
            // device does not support point or spot lights, so change
            // light #2's type to a directional light.
            if
            (!device.DeviceCaps.VertexProcessingCaps.SupportsPositionalLights)
            {
                if (device.LightsFixed[2].Type == LightType.Point)
                {
                    device.LightsFixed[2].Type = LightType.Directional;
                }
            }

            // Values for the light position, direction, and color
            float x = (float)Math.Sin(appTime * 2.000f);
            float y = (float)Math.Sin(appTime * 2.246f);
            float z = (float)Math.Sin(appTime * 2.640f);

            byte r = (byte)((0.5f + 0.5f * x) * 0xff);
            byte g = (byte)((0.5f + 0.5f * y) * 0xff);
            byte b = (byte)((0.5f + 0.5f * z) * 0xff);

            device.LightsFixed[2].DiffuseColor =
                ColorValueFixed.FromColor(System.Drawing.Color.FromArgb(r,
                                                                        g, b));
            device.LightsFixed[2].Range = 100.0f;

            switch (device.LightsFixed[2].Type)
            {
            case LightType.Point:
                device.LightsFixed[2].Position =
                    new Vector3Fixed(4.5f * x, 4.5f * y, 4.5f * z);
                device.LightsFixed[2].Attenuation1 = 0.4f;
                break;

            case LightType.Directional:
                device.LightsFixed[2].Direction =
                    new Vector3Fixed(x, y, z);
                break;
            }
            device.LightsFixed[2].Update();
        }
示例#2
0
        /// <summary>
        /// The device exists, but may have just been Reset().  Resources
        /// and any other device state that persists during
        /// rendering should be set here.  Render states, matrices, textures,
        /// etc., that don't change during rendering can be set once here to
        /// avoid redundant state setting during Render() or FrameMove().
        /// </summary>
        void RestoreDeviceObjects(System.Object sender,
                                  System.EventArgs e)
        {
            MyVertex[] v;
            Mesh       pWallMeshTemp = null;

            // Create a square grid numberVertsX*numberVertsZ for
            // rendering the wall
            pWallMeshTemp = new Mesh(numberTriangles, numberTriangles * 3,
                                     0, MyVertex.Format, device);

            // Fill in the grid vertex data
            v = (MyVertex[])pWallMeshTemp.VertexBuffer.Lock(0,
                                                            typeof(MyVertex), 0, numberTriangles * 3);
            float dX = 1.0f / (numberVertsX - 1);
            float dZ = 1.0f / (numberVertsZ - 1);
            uint  k  = 0;

            for (uint z = 0; z < (numberVertsZ - 1); z++)
            {
                for (uint x = 0; x < (numberVertsX - 1); x++)
                {
                    v[k].p = new Vector3(10 * x * dX, 0.0f, 10 * z * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                    v[k].p = new Vector3(10 * x * dX, 0.0f, 10 * (z + 1) * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                    v[k].p = new Vector3(10 * (x + 1) * dX, 0.0f, 10 * (z + 1) * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                    v[k].p = new Vector3(10 * x * dX, 0.0f, 10 * z * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                    v[k].p = new Vector3(10 * (x + 1) * dX, 0.0f, 10 * (z + 1) * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                    v[k].p = new Vector3(10 * (x + 1) * dX, 0.0f, 10 * z * dZ);
                    v[k].n = new Vector3(0.0f, 1.0f, 0.0f);
                    k++;
                }
            }
            pWallMeshTemp.VertexBuffer.Unlock();

            // Fill in index data
            ushort[] pIndex;
            pIndex = (ushort[])pWallMeshTemp.IndexBuffer.Lock(0,
                                                              typeof(ushort), 0, numberTriangles * 3);
            for (ushort iIndex = 0; iIndex < numberTriangles * 3; iIndex++)
            {
                pIndex[iIndex] = iIndex;
            }
            pWallMeshTemp.IndexBuffer.Unlock();

            // Eliminate redundant vertices
            int[] pdwAdjacency = new int[3 * numberTriangles];
            pWallMeshTemp.GenerateAdjacency(0.01f, pdwAdjacency);

            // Optimize the mesh
            wallMesh = pWallMeshTemp.Optimize(MeshFlags.OptimizeCompact |
                                              MeshFlags.OptimizeVertexCache | MeshFlags.VbDynamic |
                                              MeshFlags.VbWriteOnly, pdwAdjacency);

            pWallMeshTemp = null;
            pdwAdjacency  = null;

            // Create sphere and cone meshes to represent the lights
            sphereMesh = Mesh.Sphere(device, 0.25f, 8, 8);
            coneMesh   = Mesh.Cylinder(device, 0.0f, 0.25f, 0.5f, 8, 8);

            // Set up a material
            Microsoft.WindowsMobile.DirectX.Direct3D.Material mtrl =
                new Material();
            mtrl.Ambient    = mtrl.Diffuse = System.Drawing.Color.White;
            device.Material = mtrl;

            // Set miscellaneous render states
            device.RenderState.DitherEnable   = false;
            device.RenderState.SpecularEnable = false;

            device.TextureState[0].ColorOperation = TextureOperation.Disable;
            device.TextureState[0].AlphaOperation = TextureOperation.Disable;

            // Set the world matrix
            MatrixFixed matIdentity = MatrixFixed.Identity;

            device.Transform.WorldFixed = matIdentity;

            // Set the view matrix.
            MatrixFixed matView;
            Vector3     vFromPt   = new Vector3(-10, 10, -10);
            Vector3     vLookatPt = new Vector3(0.0f, 0.0f, 0.0f);
            Vector3     vUpVec    = new Vector3(0.0f, 1.0f, 0.0f);

            matView = new MatrixFixed(Matrix.LookAtLH(vFromPt, vLookatPt,
                                                      vUpVec));
            device.Transform.ViewFixed = matView;

            // Set the projection matrix
            MatrixFixed matProj;
            float       fAspect =
                ((float)device.PresentationParameters.BackBufferWidth) /
                device.PresentationParameters.BackBufferHeight;

            matProj = new MatrixFixed(
                Matrix.PerspectiveFovLH((float)Math.PI / 4, fAspect, 1.0f,
                                        100.0f));
            device.Transform.ProjectionFixed = matProj;

            // Turn on lighting.
            device.RenderState.Lighting = true;

            // Enable ambient lighting to a dim, grey light, so objects that
            // are not lit by the other lights are not completely black
            device.RenderState.Ambient = System.Drawing.Color.Gray;

            // Set light #0 to be a simple, faint grey directional light so
            // the walls and floor are slightly different shades of grey
            device.LightsFixed[0].Type      = LightType.Directional;
            device.LightsFixed[0].Direction = new Vector3Fixed(0.3f, -0.5f,
                                                               0.2f);
            device.LightsFixed[0].DiffuseColor =
                ColorValueFixed.FromColor(System.Drawing.Color.FromArgb(64,
                                                                        64, 64));
            device.LightsFixed[0].Update();

            // Set light #1 to be a simple, bright directional light to use
            // on the mesh representing light #2
            device.LightsFixed[1].Type      = LightType.Directional;
            device.LightsFixed[1].Direction =
                new Vector3Fixed(0.5f, -0.5f, 0.5f);
            device.LightsFixed[1].DiffuseColor =
                ColorValueFixed.FromColor((System.Drawing.Color.Blue));
            device.LightsFixed[1].Update();

            // Light #2 will be the light used to light the floor and
            // walls.  It will be set up in FrameMove() since it changes
            // every frame.
        }